4 0 bug darkplaces server browser: scrolling wraps weirdly (causing duplicates of first entry) when there are fewer servers than a full screen can show (LordHavoc)

5 0 bug darkplaces android: make sure android:theme is set reasonably to avoid having performance issues on Adreno (it may need to be android:theme="@android:style/Theme.Translucent" or maybe some other value?) (banshee21)

60 0 bug darkplaces server: SV_PushMove's call to SV_ClipMoveToEntity should do a trace, not just a point test, to support hollow pusher models (Urre)

61 0 bug darkplaces server: X-Men mod has flying enemies that tend to go through the floor, sometimes preventing a level from being completed. x1m1 has two alcoves that open to reveal Storm and Archangel but often Storm disappears through the ground of hear alcove and then the level can't be completed. A similar problem with Storm apears in x1m3 in an alcove. (ewwfq yahoo com)

62 0 bug darkplaces server: savegames do not contain parms for multiple players, restoring a savegame leaves parms for other players as they were at the time of loading the savegame, clearly wrong (daemon)

63 0 bug darkplaces server: savegames do not save precaches, which means that automatic precaching frequently results in invalid modelindex values when reloading the savegame, and this bug also exists in many quake mods that randomly choose multiple variants of a monster, each with separate precaches, resulting in a different precache order when reloading the savegame

64 0 bug dpmaster: if server does not reply to queries in a reasonable period of time it should be removed from the list, this is necessary for the server to be removed when it shuts down and sends out two heartbeats to let the master know that it is shutting down, and isn't there to reply to queries (jitspoe, div0)

65 0 bug dpmaster: if server does not reply within 5 seconds to a query it should be removed (jitspoe, div0)

74 0 bug dpmod: in dpmod_qcphysics_casings the two main particles have the same mass, realistically speaking the rear one should have more mass than the front one

75 0 bug dpmod: it is (rarely) possible to die and be unable to respawn

76 0 bug dpmod: monsters don't properly chase you around corners, this is not an engine bug because they work fine in id1 but not dpmod, the knight at the start of e2m2 makes for good testing by shooting him and then hiding behind the crates (StrangerThanYou)

79 0 bug dpmod: monsters that spawn underwater shouldn't drown, just because it somewhat breaks the intended behavior of maps

80 0 bug dpmod: test for any unnamed death messages that might be happening

81 0 bug dpmod: the id1 map e2m4 has a bug where 4 scrags don't spawn in normal/hard skills because of a mislinked trigger, the Quake Done Quick team figured this out and a trigger_relay with target "t58" should be changed to target "t66" (Lardarse)

82 0 bug hmap2 -qbsp: errors still occur in mrinsane's newmap.map file, tyrqbsp does not have these problems (mrinsane)

88 0 bug hmap2: the plane-distance based projection size for polygons doesn't work in certain wedge cases where two sides of a wedge brush are very near origin but the entirety of the wedge brush is much larger

90 0 change csqc client: add float in_mouse_centered which indicates the engine should lock the mouse at the center of the window, only gathering relative motion (in_mouse_window_position stops being modified - it is not set to the center as that would be useless)

91 0 change csqc client: add float in_mouse_keep_in_window which indicates whether engine should be currently restricting the mouse pointer to the window (useful in point and click games such as RTS games)

92 0 change csqc client: add float in_mouse_show_system_cursor which indicates whether the system mouse pointer should be visible while over the window

99 0 change csqc server: replace AddStat with RegisterStat and RegisterStatString, make them send float or string only, with string taking up only one stat slot and being sent using svc_updatestatstring, make it automatically send integer values as svc_updatestat/svc_updatestatubyte and non-integer values as svc_updatestatfloat (KrimZon, Chris, Spike)

100 0 change csqc server: replace per-entity SendEntity function with a global SV_SendEntity function, because it does not make it sufficiently clear to modders that the .SendEntity function has no special meaning, that an ENT_ constant must be set up, and so on, it would be more clear if there was only a single global SV_SendEntity function, which can still call out to a .SendEntity or whatever if it wishes, but is more likely to do an if else on a .net_type field or similar (Urre)

101 0 change darkplaces client: disable all possible 'cheat' things unless -developer is given on commandline, this includes r_show*, r_test, gl_lightmaps, r_fullbright, and would require changing -developer to only set developer to 1 rather than 100, as 100 is too annoying

102 0 change darkplaces client: modify cl_particles_quake to make all the engine dlights be white and look as much like quake as possible (Jago)

103 0 change darkplaces client: particles shouldn't be using contents checks to decide whether to die, they should use movement traces

105 0 change darkplaces extensions: edit FRIK_FILE documentation to mention that fgets uses its own separate buffer, so only one fgets can be done at a time without uzing strzone, but that this is not true with DP_QC_UNLIMITEDTEMPSTRINGS (FrikaC)

106 0 change darkplaces extensions: edit FRIK_FILE documentation to mention that strcat uses its own separate buffer, and that a = strcat(a, b);a = strcat(a, c); works correctly despite this, but that strcat is far more flexible with DP_QC_UNLIMITEDTEMPSTRINGS (FrikaC)

107 0 change darkplaces general: make r_speeds 2 show timings for other subsystems such as client, sound, server, network (Carni)

108 0 change darkplaces loader: load *lava and *teleport and *rift textures as a black diffuse texture with all the color put into a glow layer, and remove the MATERIALFLAG_FULLBRIGHT accordingly, this way replacement textures can make it not glow (Kedhrin)

109 0 change darkplaces memory: optimize model loaders to use less individual allocations, especially the q1bsp loader, it is responsible for a lot of very small (1-8 byte) allocations in the memlist all report

110 0 change darkplaces menu: move all options into a submenu so that people won't keep ignoring the other submenus

112 0 change darkplaces protocol: PRYDON_CLIENTCURSOR should use a stat and .prydoncursor field instead of the cl_prydoncursor cvar, because stuffcmd is a bit icky (FrikaC)

113 0 change darkplaces protocol: in dp8 protocol change clc_move to include a separate want-prediction flag rather than sending 0 movesequence for unpredicted moves, this will allow the client to know its own ping regardless of whether prediction is used.

114 0 change darkplaces protocol: increase maxplayers limit to 65535, send maxplayers as an int in the serverinfo packet, send colormap indices as a short, send svc_update* using short player indices (discoloda)

115 0 change darkplaces protocol: make svc_cdtrack use strings rather than a numbers in next DP protocol, so that named tracks can be used by maps

116 0 change darkplaces protocol: send origin and angle updates as individual components in entities like Quake did, rather than combined ORIGIN/ANGLE bits like DP5/6/7 do

130 0 change zmodel: include the example script in the build zips, not just in the files directory

131 0 feature darkplaces client csqc: DP_CSQC_SOUNDLENGTH extension which defines a builtin float(float f) soundlength = #??; which returns the sound length in seconds, or 0 if the sound is not loaded, or the engine was started with -nosound (ChrisP)

132 0 feature darkplaces client particles: effectinfo.txt should have a "particlefont" command specifying a filename, number of cells per row, number of rows, number of bottom rows that are beams, this would allow more particle images to be used (ChrisP)

133 0 feature darkplaces client rtlights: ChrisP has a suggestion of selecting rtlight properties using the number keys, and increasing/decreasing their value using the mouse wheel (cvars needed for amounts to adjust by), and ability to right click a light to delete it, left click to select a light, left drag to move a light on the XY plane it is on (ChrisP)

134 0 feature darkplaces client text: support for font rasterizing at pixel-accurate sizes and caching them to disk, support freetype2 for this purpose if it is present (ChrisP)

135 0 feature darkplaces client: add DP_GFX_EFFECTINFO_TXT to extensions and document it, the feature has been in for a long time, also update wiki.quakesrc.org accordingly

136 0 feature darkplaces client: add a cl_showspeed cvar to display a hud overlay of your current velocity, speed as length of velocity, and speed along forward vector (Spike)

137 0 feature darkplaces client: add a cvar to make the renderer use a different entity for pvs than for viewing, this might be useful for a third person camera that should only see what the player sees (Urre)

138 0 feature darkplaces client: add an alias to control whether the nexuiz logo.dpv splash video plays at startup and whether the menu opens, this way the config can change it before it happens, for instance to disable it, or to set up a similar thing in other games (green)

139 0 feature darkplaces client: add cvar r_fonttexturenearest to force font textures to be GL_NEAREST sampled and disable the squished-character boxes, although that should be a different cvar (leilei)

147 0 feature darkplaces loader: add hud_clearprecache and hud_precachepic commands to preload pics by name, these get reloaded by r_restart as well, mods can put a lot of these commands in their default.cfg to precache needed hud art (Tomaz)

153 0 feature darkplaces protocol: add DP_SENSITIVITYSCALE extension which scales sensitivity on client like viewzoom does, but without affecting fov, note if this is non-zero it overrides viewzoom sensitivity entirely, it does not scale it (Urre)

158 0 feature darkplaces protocol: add a .fatness field which enlarges models along their vertex normals, this won't work on bsp models or sprites, label this as FTE_PEXT_FATNESS in the extensions string (Dresk)

159 0 feature darkplaces protocol: add a .scalexyz field which would allow non-uniform scaling of models, and may requires upgrading some lighting code but I am not sure (Dresk)

167 0 feature darkplaces qc: add support for ZQ_QC_TOKENIZE so that csqc can use tokenize too (KrimZon)

168 0 feature darkplaces quakec: DP_QC_STRFTIME extension providing strftime function to find out what the current time is with a format string (FrikaC)

169 0 feature darkplaces quakec: add a DP_QC_STRCATREPEAT extension providing string(float atimes, string a[, float btimes, string b, [float ctimes, string c, [float dtimes, string d]]]) strcatrepeat = #???; which repeats the given strings a given number of times and concatenates them together (like many strcat calls), can be given 2, 4, 6, or 8 parameters, stores it into a temp buffer, and returns the temp buffer (FA-Zalon)

170 0 feature darkplaces quakec: add crossproduct builtin, as DP_QC_CROSSPRODUCT, and suggest that this is a viable alternative to vectorvectors when you have two vectors already

178 0 feature darkplaces renderer: add per-entity PolygonOffset to renderer, to allow zfighting bmodel/world glitches to be fixed, this has to affect all rendering involving the entity, including light/shadow (Tomaz)

194 0 feature darkplaces server: add a .collision_cancollide QC function call to decide if an entity should collide with another, or pass through it (Uffe)

195 0 feature darkplaces server: add a DP_QC_WARNING extension which has a "warning" builtin that does a PF_WARNING just to print the requested message, opcode dump, and stack trace (FrikaC)

196 0 feature darkplaces server: add a clipmask thingy to allow QC to mask off collisions as it wishes (Uffe)

197 0 feature darkplaces server: add a different progs.dat defs for darkplaces-based games to use instead of the quake defs, which would force use of csqc entity networking and disable legacy stuff like quake physics, and enable use of ODE physics perhaps

198 0 feature darkplaces server: add a sv_gameplayfix_slidewhenstandingonmonster cvar to allow the FL_ONGROUND when ontop of a SOLID_BBOX/SOLID_SLIDEBOX to be disabled

215 0 feature darkplaces: add a progress bar to the loading screen, this would be updated by the model/sound loading process

216 0 feature dpmaster: add back qw and q2 server support, with records not matching for different protocols to prevent qw/q2 protocols being used to poison q3 protocol records

217 0 feature dpmaster: don't filter by protocol version if query is for protocol version 0, this way server browsers can see multiple versions of a single game, should probably also add a 'any' gamename that disables gamename filtering (Angst, Elric)

218 0 feature dpmaster: release an example /etc/init.d/dpdmasterd script based on the one LordHavoc is using

219 0 feature dpmod: add a g_spawnprotectiontime cvar which would default to 1 (invulnerable for 1 second after spawn) to prevent mining the spawn points

226 0 feature dpmod: find a way to make deathmatch 7 get more difficult as kills increase? (Zombie13)

227 0 feature dpmod: make a editlights.cfg containing a lot of light editing binds as bindmap 5, also aliases to turn on/off that bindmap, so users can bind one key to the switch command to switch to a light editing mode and back again any time they want (HReaper)

249 0 feature hmap2: produce .vis files which contain a numvisleafs, an array of visofs values for all the leafs of the bsp, and the new data for the visibility lump, this would avoid the need for vispatch

250 0 feature lhfire: make a lhfire.txt and move the scripting info to it, add some more general explanation and tips

252 0 optimization darkplaces collision: Collision_TraceBrushBrush should compare enterfrac changes to realfraction and skip out if further, also leavefrac (Vic)

253 0 optimization darkplaces collision: Mod_Q3BSP_TraceBrush_RecursiveBSPNode can be optimized to take a clipflags parameter like R_Q3BSP_RecursiveWorldNode (Vic)

254 0 optimization darkplaces collision: put patches on a delayed queue in q3bsp collision code so the trace is first clipped by brushes

255 0 optimization darkplaces collisions: modify q3bsp tracebox to scan the cluster bsp first (which should cut short a lot of traces), and make a list of brushes/curves encountered along the way, and then check them in roughly sorted order

256 0 optimization darkplaces loader: make loadimagepixels take a string of space separated path patterns to check for a file in, to cut down on the number of wasted file checks for things that never occur (Spike, Up2nOgOoD)

257 0 optimization darkplaces loader: remove the loop unrolling in Image_Resample32LerpLine and Image_Resample24LerpLine and related functions, as the loop is really too long to get much benefit, and it might even not fit in the L1 instruction cache on Pentium1 (fuh)

258 0 optimization darkplaces particles: make pt_rain spawning do a single downward trace and set a timer for the impact, to reduce collision load (LordHavoc)

267 1 bug darkplaces WGL/GLX/SDL client bug: if sound is unavailable (causing a freeze waiting for it to become available), the config is reset (SavageX)

268 1 bug darkplaces bsd filesystem: read() is failing (not returning the requested amount) on freebsd when reading files, whether actual files or in a pk3 - somehow it is still able to read the pk3 zip directory though (suminigashi, Elric)

269 1 bug darkplaces collisions: curve collisions sometimes catch on the lip of the edge, pushing into the curved back wall around certain jumppads in Nexuiz for example consistently gets stuck just below the ledge (HReaper)

273 1 bug darkplaces input: fix stuck buttons during a level change (mercury82, tkimmet@ezworks.net) (further note: this is from the console becoming active temporarily and catching the key release when the player lets go during the loading stage, make it possible to release a button that was pressed before the console was activated, or make it execute -commands for all pressed binds when level starts)

274 1 bug darkplaces linux client: when clicked in a file manager it does not find the data directories as the working directory is not set, do a proper search for valid data directories in multiple paths, such as working directory, executable path, etc (Randy)

278 1 bug darkplaces protocol: GAME_NEXUIZ: view sometimes stuck on its side while playing (update: this is not related to cl.viewangles, it's something else): http://www.digitalfunk.org/brewdles/Nexuiz/nexuiz000001.jpg (Brewdles)

298 1 change darkplaces renderer: add gunshot (shotgun pellet) and nail (spike) decals to the particlefont so that these can look different from explosions (Morphed)

299 1 change darkplaces renderer: add r_shadow_realtime_world 2 mode (and update menu), make 1 only render rtlights if they came from a .rtlights file and mode 2 render them even if they were imported from the map, always render imported ones if editing mode is turned on (Willis)

313 1 feature darkplaces loader: make the rtlight entity loader support a rtlight entity to be used for lightstyles in q3bsp, these would render in both normalmode and realtime mode, but not actually be dlights (Kazashi)

314 1 feature darkplaces menu: add in_bindmap support to bind menu; a selector for which bindmap is actively being shown and bound in the menu, and add bind entries for some bindmap commands

341 2 bug darkplaces collision: bmodel bounding boxes need to be calculated to account for clip brushes, which are not in the drawing hull (metlslime)

342 2 bug darkplaces collision: modify Collision_ClipTrace_Line_Sphere to have a slight backoff on impact, like all other collision functions (tell TheBurningRed)

343 2 bug darkplaces collision: use larger of model box or collision box for linking into areagrid so that bullet tracing can use the model bounding box instead of the collision one? (Urre)

344 2 bug darkplaces console: figure out how to prevent "alias a a" - infinite loop when executed, this should be detected when executing it (Vicious)

345 2 bug darkplaces console: review the whole set of console commands and cvars carefully and identify interactions, known interactions include sequences such as +sv_cheats 1 +map e1m1, or +maxplayers 8 +deathmatch 7 +map dpdm2, but for some reason this works with the cvar after the map command, and also if you do -window it does not affect the value saved to config, because the configs are executed again after the -window, perhaps it is not executing the commandline a second time? apparently also -dedicated without +map does not load a map automatically in transfusion (Wazat, Willis)

346 2 bug darkplaces csqc: does csqc entity player movement prediction work? what does the EXT_CSQC spec say about retrieving move history for a replay in csqc code? (Spike)

357 2 cleanup darkplaces console: make sure the engine uses only the first 32 special chars, so the high set can be replaced, this means player messages should not be shifted up, and the 'shift down' printing in dedicated server consoles should be removed, etc (Urre)

358 2 cleanup darkplaces filesystem: add fs_datapath and fs_userpath cvars to better support Linux, this can be done by making each gamedir add both the basepath and userpath variants of the gamedir, and making sure the userpath one is last so it is used for writing (Mercury)

359 2 cleanup darkplaces memory: memory pools should be able to be nested multiple levels (Vic)

378 2 feature darkplaces menu: new game custom level/mod menu, which allows you to choose a mod and browse through maps and choose starting skill, by default it would have the current mod selected and start selected (Jago)

381 2 feature darkplaces protocol: .float bulge; field which makes an entity larger by moving vertices along their normals, well known as the fatboy mutator in Unreal Tournament (Wazat)

382 2 feature darkplaces protocol: add effects.txt file which would describe a bunch of numbered effects usable with a .effectindex field on entities, these would range from point effects, to continuous emitters, to beams with jitter and other properties, each effect would have various info like dlight and particle spawning and beam rendering (CheapAlert, Supa, FrikaC, [TACO], Urre, Vermeulen)

398 2 feature darkplaces sound: add mapmusic command (<maps/mapname.bsp> <music/whatever.ogg> perhaps, with a blank music name it would simply remove the map from the list of overrides) to manipulate a list of per-map music overrides, mapmusic alone should print the list (Joseph Caporale, tell Static_Fiend)

399 2 feature dpmod: add observer mode and a best N of (N-1)*teams+1 match system (carni)

400 2 feature dpmod: write a readme for the menu progs code to get people started with it, and know what is and is not possible, what builtins do, etc (Urre)

403 2 feature hmap2: add .hlwad and .hlw support to hqbsp (convert to quake palette, and check for colormap.lmp to see how many fullbrights are involved, also add -fullbrights option to control this) (Todd, FrikaC)

405 2 optimization darkplaces renderer: move skybox/skysphere render to after sky polygons, so that they can do a depth comparison to draw only on the sky polygons, using DepthRange(1,1) and DepthFunc(GL_GREATER), note though that portal renders will need half depth range (Mercury)

406 3 bug darkplaces collision: add edge bevels in collision code, by trying all crossproduct combinations of an edge with planes from the other brush, and choosing only the ones which are valid

409 3 bug darkplaces renderer: crash when using rtworld mode and reloading a map that has been modified and now has less surfaces, this means the map name is the same, but the surface indices/pointers are no longer valid

412 3 change darkplaces client: GAME_NEXUIZ: implement new hud and scoreboard based on http://www.quirkybastards.net/qmods/scoreboard.jpg except with deaths instead of lives, and map name instead of "be the last one alive" and remove the time string and map string at the bottom, instead showing the hud (Vermeulen)

413 3 change darkplaces renderer: change q3 shader system to use fingerprinting of shader passes to identify what kind of shader it is (for example "OPAQUE reflection ALPHA texture MODULATE $lightmap" metal shaders, and "OPAQUE texture1 ALPHA texture2 MODULATE $lightmap" terrain blending shaders), this would allow any identifiable q3 shader to have per pixel lighting, with full rendering capability

414 3 change darkplaces renderer: change texture manager to use a flat array with sequence purging on level change after stale models are unloaded, sequence marking and a flat array would allow reuse of textures by multiple models, multiple skins within a model, or even multiple texinfo structures in q3bsp

415 3 change darkplaces renderer: load q3 shader information at level load, and allow all models to use them

432 3 feature darkplaces physics: DP_SV_TRACEMOVE extension, adds a qc builtin which traces an entity through the world (using origin/angles/mins/maxs/velocity/avelocity) for a specified amount of time (frametime typically), and sets trace results accordingly, this would greatly help out QC physics (Urre)

443 3 feature darkplaces renderer: add support for Color Code 3D anaglyph stereo glasses which are purple-blue/amber, this would require rendering the two views to a texture and then blending them with color modulation, some research will be needed to find out the specific colors to use, which should probably be cvar controlled (Francis Siefken)

444 3 feature darkplaces renderer: create collision brushes from q1bsp clip hulls, and make them display when using r_drawcollisionbrushes (Aardappel)

445 3 feature darkplaces renderer: directional lighting from the q3bsp lightgrid should use diffuse and specular lighting if available (Vermeulen)

446 3 feature darkplaces renderer: dpshaders (when supported) should have support for envmaps, and should support being lit by diffuse lighting as a fake gloss effect for normal mode (Vermeulen)

448 3 feature darkplaces renderer: need to make a standalone minimod to test darkplaces rtlights code, which Diablo-D3 can throw at the ATI driver team to test with, 3D txtures with GL_CLAMP_TO_EDGE wrapping are broken (Diablo-D3)

449 3 feature darkplaces renderer: skyroom needs to be added ("info_skyroom" entity sets view origin, scanned by client at load, and by server to send all entities in skyroom)

450 3 feature darkplaces renderer: try to achieve perfect transparency sorting by encoding them as a BSP tree to cause all to be split by eachothers' planes, or at least try recursively splitting each one by all of the previous accepted transparent polygons, the BSP encode method is still probably too slow to use but is worth trying, and the other method is even slower (Kazashi)

456 3 feature darkplaces server: hub save support, one file indicating active map, and then for each map it saves a quake savegame

457 3 feature darkplaces server: make an event message queue for each client, so TE_ effects and sounds and can be stuffed into successive packets if they don't all fit at once, currently a large number of explosions at once are never sent because they don't fit in one size limited packet (romi)

458 3 feature darkplaces sound: add snd_rate cvar and make it changable during game (RenegadeC)

467 3 optimization darkplaces client: make a new caching system with handles (which can be purged) and give every entity a cache handle to a model instance, which contains cache handles for each mesh/array

468 3 optimization darkplaces renderer: implement some sort of areaportals system to let doors shut off portals, this needs to clip the portals by all bmodels in the area because in e1m1 the doors are two part and can't hide the portal individually (Vic)

469 3 optimization darkplaces renderer: use zpass (without front/back caps) shadowing for a speed gain if entity box is outside a frustum made from the light to the view's nearclip polygon edges, which determines whether the shadow would be casting directly onto the view surface (Tomaz)

477 4 feature darkplaces console: add setlock command which marks a cvar as locked, and sends it over network to connected clients as a setlock command, the clients will not allow the user to modify the cvars while locked (and will only accept setlock commands over the network), and cvars are unlocked when level ends - the server will send the locks again on next level (VorteX)

478 4 feature darkplaces csqc: add builtin to clientside qc for reading triangles of model meshes (useful to orient a ui along a triangle of a model mesh)

482 4 feature darkplaces protocol: add capability for qc entities to act as bones in a model, and send them as compressed origins in the parent entity's updates, with perhaps a limit of 16 bones, this would allow some simple serverside ragdoll (Mitchell, Deej)

483 4 feature darkplaces protocol: multianimation support using multiple .frame fields on the entities for model formats with multianim capability such as SKM (Vermeulen)

485 4 feature darkplaces rtlights: add a directional flag which makes the light cast along X only, rather than spherically, angles can be used to make it point at things, this will also affect shadow volumes, so portal clipping enhancements are needed, and non-uniform scaling is needed (Zombie)

486 4 feature darkplaces server: add DP_QC_MODELINFO extension to allow QC to ask about the range of frames owned by an animation base name, and other things like how many skins it has (Vermeulen, Supajoe)

498 5 feature darkplaces renderer: lightshader files (probably loaded by the cubemap field already present in rtlights handling), these would indicate what attenuation textures to use for the light, what cubemap filter, which corona texture and size and so on, and all textures can be animated (romi, Urre)

502 6 feature darkplaces client: add a "edit" command that can edit text files (I.E. .qc and progs.src) using a dialog window (allow multiple), and then add a "frikqcc" command to run it on the current mod (if it's in the command path at least)

515 d bug darkplaces client sbar: when playing demos recorded from singleplayer, the deathmatch hud seems to be used, perhaps we have to force it off for maxplayers 1? (Spirit)

516 d bug darkplaces client win64: crash in R_DrawRTLight due to stack overflow, change the pointer arrays to indexes into r_refdef.scene.entities, or increase projects to build with 4MB stack instead of 2MB - also clean up these warnings: http://dp.deathmask.net/log/dp_x64_buildlog_r8078.txt (Willis)

517 d bug darkplaces client/server: unable to control player in TAoV multiplayer (RenegadeC)

530 d bug darkplaces client: do replay cl_movement queue each time a move is added, as this is called from the server packet parser, which can overwhelm the client with several packets in one frame, leading to a complete lockup until the level changes (Black)

531 d bug darkplaces client: figure out why multimap demos are skipping the later portions, it's probably related to the time seeking, probably not being reset (Urre)

532 d bug darkplaces client: finale text during episode-end intermissions shows briefly in its entirety and all as one line (going off the screen), then disappears and begins typing slowly as it should (Sajt)

533 d bug darkplaces client: fix cl_bobmodel bug which momentarily jolts the gun when you pass through a trigger, pick up an item, etc, Sajt thinks this is related to console prints as well as centerprint (Sajt)

535 d bug darkplaces client: hipnotic: health is one character to the right on the sbar, covering up the key icons (M`Shacron)

536 d bug darkplaces client: loading savegames while a demo is playing does not stop the demo, causing a broken state and ultimately a disconnect before the client enters the loaded game (Bill Pickett)

541 d bug darkplaces client: name (and probably other userinfo properties) are not being set when entering a qw server?

542 d bug darkplaces client: on crctf proquake servers the scoreboard does not contain exactly matching player names (READY is sometimes appended), the ping report and status parsing should ignore text after the player name

562 d bug darkplaces console: first character is missing on quake brown-text lines, but not consistently, resolved: stripping off the chat prefix character on prints was stripping other characters sometimes due to signed comparison (Spirit)

563 d bug darkplaces console: inserting characters in the commandline is not adding a nul terminator to the commandline, resulting in lots of trash from older commandlines suddenly showing up (Spike)

571 d bug darkplaces csqc: network entity positions seem to be incorrectly updated while csqc is active, this is best tested with cl_nolerp 1 on a sys_ticrate 0.1 server, which makes the jumps in rocket movement quite noticable

572 d bug darkplaces csqc: when playing back a demo, the csqc does not seem to be getting the cl.viewangles right

580 d bug darkplaces input: figure out what's wrong with ctrl key in Linux, hitting character keys tends to do nothing, and holding a character key and then hitting ctrl tends to leave the character key stuck on, this sounds like a window manager issue, but somehow quake3 works around it (Baalz)

581 d bug darkplaces input: fix the mouse move when console is raised in glx, probably by ignoring the first move after console raise (mashakos)

582 d bug darkplaces input: ignore first mouse move in windows fullscreen when coming back from an alt-tab (sublim3)

583 d bug darkplaces loader: AliasSkinFiles stuff is crashing because of the changed skin indexing, it needs to step in multiples of num_surfaces not 1 (Willis)

586 d bug darkplaces loader: nexuiz loading a level often loops part of the map's music during loading, this is probably an extra Host_Frame being executed during loading, where it shouldn't be (Vermeulen)

587 d bug darkplaces loader: only load .lit if the file size matches lumpsize * 3 + 8, as a rough check that the lit is for the correct bsp file (Spike, Urre)

588 d bug darkplaces loader: q3bsp deluxemap detection can fail on some files, thinking they have deluxemaps even though they don't? (jimmmy)

593 d bug darkplaces loading: when gamedir (or -game) contains a directory which listdirectory() fails on, do a Host_Error with an appropriate message, rather than running with a non-existent directory

595 d bug darkplaces menu: if no data is found, the menu should be text

596 d bug darkplaces menu: if no data is found, there are only 3 menu options selectable, even though that is not enough to be able to select quit... perhaps some nexuiz-specific logic is malfunctioning?

597 d bug darkplaces menu: load/save game menus show files that are not in the highest priority gamedir, such as id1 saves showing up when playing dpmod (Dooomer, WodahsEht)

598 d bug darkplaces menuvm: menu input focus is lost if a map command occurs while in menu, even if it fails the menu still lost focus and is unusable until closed and reopened with escape key (Black, Vermeulen)

603 d bug darkplaces physics: in Prydon Gate the func_door2 entities are stuck in eachother, causing a continuous spew of warnings and causing one of them to be teleported slightly upward which looks bad (FrikaC)

604 d bug darkplaces physics: q3bsp collisions are still glitchy, particularly gunshots hitting thin air near brushes, even with mod_q3bsp_optimizedtraceline 0, test in dpdm2r by shooting down through gaps in the architecture around the top platform (Vermeulen)

606 d bug darkplaces physics: the zombie lift in e3m2 before the gold key is not working (scar3crow)

607 d bug darkplaces physics: when riding a lift down (such as near the start of e1m1), the player is not being pulled down, unlike in quake, this can cause repeated fall damage on very fast lifts (scar3crow)

632 d bug darkplaces renderer: audit all text drawing to make color codes work properly everywhere, right now they are even managing to mess up death message printing if someone has a color code in their name (Vermeulen)

633 d bug darkplaces renderer: audit rtlight ambient rendering, apparently scissor is clipping away parts of lights that have ambientscale but not ones that have diffusescale or specularscale (Zenex)

648 d bug darkplaces renderer: if a texture has the NOLIGHTMAP flag set, disable deluxemapping on the batch, this is needed to fix the glowing stuff in nexuiz maps like the stairs in Glow Arena or the slime pipes in Slime Pit (SavageX)

649 d bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)

660 d bug darkplaces renderer: r_wateralpha 1 water that has lightmapping is black in r_shadow_realtime_world 1 mode, but only if the map was loaded in r_shadow_realtime_world 1 mode, if started in 0 and then going to 1 it does not have black water, this is probably lightmap updates not occurring in rtworld mode (mrinsane)

661 d bug darkplaces renderer: r_wateralpha on maps that are not watervised shows sky, this is a known glquake bug but it is fixable in darkplaces at load time by marking opposite-content (water-empty, empty-water) leafs as visible in their pvs sets, this involves checking the portal flow... (knghtbrd)

662 d bug darkplaces renderer: reverse corona traceline direction so that a player in solid can see coronas (Urre)

687 d bug darkplaces server: if sv_fixedframeratesingleplayer is 0 and cl_maxfps is something like 10, the server still runs every frame, consuming massive amounts of cpu and resulting in very small frametime values

688 d bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x1m3 fails to follow the platform it is on, it is probably spawning inside the ceiling and for some reason not associating with the platform as its groundentity? (qwerasdf)

689 d bug darkplaces server: in X-Men: Ravages of Apocalypse the weapon part in x2m4 falls out of the level, along with a few other items in the same secret (qwerasdf)

690 d bug darkplaces server: inconsistent packet timing produces jerky movement (constantly pausing every other frame or so), this is probably the dedicated server's sleep pattern, fixable by using the client's sleep pattern which wastes more cpu time but is more accurate (green`marine)

691 d bug darkplaces server: local server is not being killed when you join another server (Vermeulen, suminigashi, Willis)

694 d bug darkplaces server: projectiles spawned during client physics called by SV_ReadClientMove are moved on the same server frame, causing them to appear in midair, unlike the normal physics which refuses to move projectiles on their first frame (m0rfar)

695 d bug darkplaces server: running only one server frame per host frame is really bad in listen servers where the client may be too slow to keep up the server framerate

696 d bug darkplaces server: self.fixangle is being cleared each frame even if no client move has been performed this frame, which means that predicted clients often see fixangle = 0 due to irregular moves causing PlayerPreThink/PlayerPostThink to not be called every frame

700 d bug darkplaces server: sv_jumpstep should be defaulted to off because it makes it possible to reach places one should not be able to reach in quake, it can be turned on by particular games if desired (div0, SavageX, Kazashi)

701 d bug darkplaces server: the lava+func_trains room of r1m5 is leaving items floating in the air - r1m5 is Towers of Wrath, in episode of Dissolution of Eternity, aka rogue (maichal)

702 d bug darkplaces server: when server quits, it does not notify the master that it is quitting, it should send out a couple forced heartbeats and assume the master server will remove it because it does not respond (jitspoe, div0)

703 d bug darkplaces server: when trying to load a map that is missing the model is still precached permanently, causing 'not found' warnings every time r_restart/vid_restart are used

723 d change darkplaces client: change timedemo minfps/maxfps to be the lowest and highest fps in one second segments, similar to the showfps display, this should solve the precision problems resulting in stupidly high/low fps reports (m0rfar)

732 d change darkplaces prvm: make strzone able to take multiple varargs strings like strcat does (KrimZon)

733 d change darkplaces renderer: add a r_show_disabledepthtest cvar which defaults to 0 (and could be considered a cheat), and r_show_polygonoffset cvars, rename r_shadow_visible* cvars to r_show*, rename r_drawcollisionbrushes to r_showbrushes, and make all the r_show* cvars control brightness

769 d darkplaces client bug: CL_Video_Init is allocating a texture pool, this is not allowed in init functions, it must be moved to cl_video_start and the corresponding free must be moved to cl_video_shutdown, and an empty cl_video_newmap added, these need to be registered with an R_RegisterModule call (Black, Randy)

785 d darkplaces client: add color codes to console, but first need to decide on a prefix character, this can be used to color code stuff in the engine too, but the prefix must be chosen carefully not to mess up most text (Up2nOgOoD)

793 d darkplaces client: change server browser listing structures to store the real data returned from the server, rather than the current processed strings suited only to the menu, menu qc needs to look at the original data (Black)

825 d darkplaces commandline: make commandline parser ignore + and - if they were not directly following a space, so that + and - can be used in map names and such, also ignore if - or + is start of a number (Urre)

826 d darkplaces compatibility: add a sv_gameplayfix_setmodeluserealbox to allow people to use the +-16 box hack for running some mods (Spike)

843 d darkplaces filesystem: darkplaces-glx -path transfusion crashes, fix the crash even though it's not going to work anyway (Todd)

844 d darkplaces filesystem: make FS_Open fail to open paths that contain parent directory links (/../ and such, depending on platform) to prevent console commands from doing damage, this is similar to the FRIK_FILE qc extension checking the path (FrikaC, Spike)

858 d darkplaces loader: LoadTGA needs to read a palette whether the image uses it or not, and should ignore alpha if there are no attribute bits, to comply with the TGA spec http://netghost.narod.ru/gff/graphics/summary/tga.htm (LordHavoc)

883 d darkplaces physics: make players step down stairs rather than just flying off (Riot)

884 d darkplaces physics: repeatedly jumping against a wall can cause a fall to your death (MoALTz)

885 d darkplaces physics: some pushers aren't affecting entities standing on them, such as the e3m2 key on a falling platform, monsters on moving floors, and players riding down the e1m1 lift (scar3crow)

887 d darkplaces protocol bug: model colormap is showing white on client, is it even being sent?

888 d darkplaces protocol: GAME_NEXUIZ: add a NEXUIZ_PLAYERMODEL and NEXUIZ_PLAYERSKIN extension which would add playermodel and playerskin commands and set them up like the Host_Name_f stuff works, this means a command for each, saved _cl_playermodel and _cl_playerskin cvars, playermodel and playerskin fields in the client_t struct, and quakec fields to allow access to these similarly to .clientcolors (Vermeulen, Black, VorteX)

891 d darkplaces protocol: add DP_SV_BUTTONCHAT extension to document the addition of .buttonchat to indicate if someone is not in key_game mode, so mods can show a talk bubble if they wish (Vermeulen)

893 d darkplaces protocol: add rate command and sv_maxrate cvar (and _cl_rate cvar to save to config) to control client rate (rate is sent to server on connect as a command, like other properties) (protoplasmatic)

894 d darkplaces protocol: expand viewzoom to two bytes (8bit.8bit fixedpoint instead of 0.8bit like it is now) (Urre)

895 d darkplaces protocol: make a DP_EF_NODEPTHTEST extension which causes an entity to show through walls, useful for navigation markers (Urre, CheapAlert, Supajoe)

952 d darkplaces sound: make sound loader check both sound/%s and %s, incase a sound (like music/something.wav in q3 maps) is not in the sound directory (Static_Fiend)

953 d darkplaces sound: make sound precaching not allocate an sfx if the sound is not found, so it complains only once about missing sounds when you connect, rather than constantly, and also so using "play" commands for non-existent files won't eat up sfx slots (fuh)

954 d darkplaces sound: non-cd music tracks should not be affected by sound volume setting (Urre)

970 d darkplaces: add DP_SND_OGGVORBIS extension which can be checked by mods to know they can intentionally load .ogg instead of .wav, since the engine prefers wav over ogg normally (CheapAlert)

971 d darkplaces: add DP_SV_ROTATINGBMODEL extension to explain that MOVETYPE_PUSH/SOLID_BSP support rotation in darkplaces and a demonstration of how to use it without qc modifications (Uffe, Supajoe)

1129 d darkplaces: intermission: origin and angles are wrong: probably not getting them from entity correctly (resolved: rewrote view setup and fixed timerefresh and envmap command bugs in the process, and also fixed listener positioning during intermissions)

1130 d darkplaces: intermission: statusbar disappears (resolved: not fixed, people seem to kind of prefer it this way)

1236 d dpmod: add flame thrower weapon, and make its altfire drop a canister of fuel (10 fuel units?), which can be ignited to set off as a bomb about the size of a rocket blast, plus some fireballs raining down (scar3crow)

1274 d feature darkplaces client: add showbrand cvar which would show gfx/brand.tga in the left/right top/bottom corner (depending on value of scr_showbrand) all the time, this would be useful for screenshots (Spirit_of_85)

1275 d feature darkplaces client: cl_capture_video avi support would be nice, the Intel(r) 4:2:0 codec seems to be standard on Windows XP so this should be easy

1276 d feature darkplaces client: make tab completion able to complete map names when using a map or changelevel command (Zenex, Eksess)

1278 d feature darkplaces client: play sound/misc/talk2.wav instead of sound/misc/talk.wav for team chat messages, and indicate team chat messages with () around the playre name, which is compatible with other engines (Yellow No. 5)

1282 d feature darkplaces console: add a "maps" command which takes the list from "dir maps/*.bsp" and prints the actual names of all the levels according to their worldspawn.message keys (RPG, Zenex, Eksess)

1284 d feature darkplaces console: change commandline history to clear the commandline when cursoring below the most recent history, and not allow cursoring back more than the oldest history (up2nogood)

1285 d feature darkplaces console: expand parameters such as $cvar to use the value of the cvar, DP_CON_EXPANDCVAR (up2nogood)

1286 d feature darkplaces console: make aliases given parameters insert the parameters in place of $1, $2, $* macros in the alias string, add this as DP_CON_ALIASPARAMETERS (up2nogood)

1292 d feature darkplaces extensions: document DP_QC_UNLIMITEDTEMPSTRINGS extension explaining the new tempstring system and the prvm_tempstringmemory cvar, add a note to DP_QC_MULTIPLETEMPSTRINGS that it is superceded by DP_QC_UNLIMITEDTEMPSTRINGS when present

1293 d feature darkplaces filesystem: gamedir command to switch between mods, should be able to take multiple parameters to load multiple mods ontop of eachother like the -game commandline option can (FrikaC)

1300 d feature darkplaces menu: add some basic graphics/effects options profiles so that people can choose profiles like "Classic", "Modern", "Excessive", "Realistic", or any other profiles that make sense, may also need to reorganize the graphics/effects options menus to be a bit less confusing (Tron)

1308 d feature darkplaces protocol: add PRYDON_CLIENTCURSOR extension - clientside mouse with highlighting of selected entities with the EF_SELECTABLE flag, and qc fields on the client entity on the server would indicate which entity the cursor is highlighting as well as where it is (Urre, Harb, FrikaC)

1311 d feature darkplaces protocol: allow sending of additional precaches during game, this needs to send a reliable message to all connected clients stating the new filename to load, and also to be sent to new connections (VorteX, Vermeulen)

1323 d feature darkplaces server: make a DP_SV_CUSTOMIZEENTITYFORCLIENT extension which calls a .float customizeentityforclient() function for each client that may see the entity, the function returns TRUE if it should send, FALSE if it should not, and is fully capable of editing the entity's fields, this allows cloaked players to appear less transparent to their teammates, navigation markers to only show to their team, etc (Urre, Supa, Wazat, SavageX, Vermeulen, Spike)

1327 d feature darkplaces video: add widescreen mode support, with 3 lists of resolutions in the menu based on aspect ratio setting, using this list http://www.deathmask.net/misc/widescreen.txt and figure out how to bias the fov based on aspect (Willis)

1332 d feature modeltools: add a makesp2 tool to make a very simple .sp2 sprite given a base name and frame size, the format is IDS2<version><numframes>{<width><height><handlex><handley><name[64]>} (Morphed)

1336 d hmap2: add -ambientlight option, with warning that it does not produce a .light file (Harb)

1337 d hmap2: add -minlight option, with warning that it does not produce a .lights file (Harb)

1338 d hmap2: add a -harshshade option which would not have the 90 degrees incidence = grey hack seen in light.exe (Urre)

1339 d hmap2: add tyrlite compatible "delay" settings, with the interpretation of no specified delay being dependent on a -tyrlite option, and add a new type which is a sun light; light cast in a direction, from sky polygons or the void, these light types would warn that they disable .lights files

1340 d hmap2: light not properly figuring out the origin of rotating objects - it should take the "origin" key (FrikaC)

1352 d optimization darkplaces renderer: rename r_shadow_glsl_geforcefxlowprecision to r_shadow_glsl_usehalffloat and enable it by default if the extension is present, it's about a 20% speed gain on GF6 compared to 5% on GFFX (SavageX)

1364 f bug darkplaces client: occasionally when level changes on remote server, connection stops and console scrolls wildly without user intervention, and it does not print any kind of error to the terminal, vid_restart in this state causes a crash (LordHavoc)

1369 f bug darkplaces model loader: a q1 mdl file with a _1.tga but no _0.tga crashes at load (daemon)

1370 f bug darkplaces physics: GAME_TAOV: Vigil's movement isn't working properly, the qc uses MOVETYPE_STEP and clears FL_ONGROUND every frame and moves using velocity, this is causing a landing sound every frame and causing the player to slide down minor slopes very quickly, this did not occur in Quake, and seems that it must be related to a velocity_z check or FL_ONGROUND check in the MOVETYPE_STEP physics code (RenegadeC, xaGe)

1379 f bug darkplaces server: items still falling through the floor in nexuiz, and they seem to fall through more often at smaller sys_ticrate values such as 0.02 rather than 0.05 (GreEn`mArine)

1380 f bug darkplaces server: losing runes on episode completion, completing episode 1 then 2 then 3 causes it to forget 1, then 4 causes it to forget 2 and 3, making it impossible to open the boss gate (James D)

1381 f bug darkplaces server: player entered the game is printed twice, test with +map start

1382 f bug darkplaces sound: remove looping sounds when their owner entity has been removed by network code, this would mean that Nexuiz could have rocket/electro noise again - thought about this a bit more and can't do this (Qantourisc)

1383 f bug darkplaces: client's slowmo detection (measuring packet times and comparing to game time changes) may be making the game unpleasant (Wazat)

1437 f optimization darkplaces visibility: R_Q3BSP_RecursiveWorldNode should take clipflags parameter and do not cull a node against a plane if the parent node is totally on one side of the plane (Vic)